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Facebook integration problem
I've been trying to integrate facebook into my project and I've successfully managed to do just that with the help of some online tutorials however I do have one persisting problem...
The code is set to pause the game using
Time.timescale = 0; when a facebook window is up and to resume play using Time.timescale = 1; when it's not
but that just doesn't happen, and the function that pauses the game never gets called...
Here's the code :
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
public class FBHolder : MonoBehaviour {
public GameObject UIFBIsLoggedIn;
public GameObject UIFBNotLoggedIn;
public GameObject UIFBAvatar;
public GameObject UIFBUserName;
public GameObject ScoreEntryPanel;
public GameObject ScoreScrollList;
private List<object> scoreslist = null;
private Dictionary<string, string> profile = null;
void Awake()
{
FB.Init (SetInit, onHideUnity);
}
private void SetInit()
{
Debug.Log ("FB Init Done");
if(FB.IsLoggedIn)
{
Debug.Log ("FB Logged In");
managefbmenus(true);
}
else
{
managefbmenus(false);
}
}
private void onHideUnity(bool isGameShown)
{
if(!isGameShown)
{
Debug.Log ("Pause Game");
Time.timeScale = 0;
}
else
{
Time.timeScale = 1;
}
}
public void FBLogin()
{
FB.Login ("email,publish_actions", Authcallback);
}
void Authcallback(FBResult result)
{
if(FB.IsLoggedIn)
{
Debug.Log ("FB Login Worked");
managefbmenus(true);
}
else
{
Debug.Log ("FB Login Failed");
managefbmenus(false);
}
}
void managefbmenus(bool isLoggedIn)
{
if(isLoggedIn)
{
UIFBIsLoggedIn.SetActive(true);
UIFBNotLoggedIn.SetActive(false);
SetScore();
//Get profile picture
FB.API(Util.GetPictureURL("me", 128, 128), Facebook.HttpMethod.GET, DealWithProfilePicture);
FB.API("/me?fields=id,first_name", Facebook.HttpMethod.GET,DealwithUserName);
//Get username
}
if(!isLoggedIn)
{
UIFBIsLoggedIn.SetActive(false);
UIFBNotLoggedIn.SetActive(true);
}
}
void DealWithProfilePicture(FBResult result)
{
if(result.Error != null)
{
Debug.Log ("Problem getting profile picture");
FB.API(Util.GetPictureURL("me", 128, 128), Facebook.HttpMethod.GET, DealWithProfilePicture);
return;
}
Image UserAvatar = UIFBAvatar.GetComponent<Image> ();
UserAvatar.sprite = Sprite.Create (result.Texture, new Rect(0, 0, 128, 128), new Vector2(0, 0));
}
void DealwithUserName(FBResult result)
{
if(result.Error != null)
{
Debug.Log ("Problem getting username");
FB.API("/me?fields=id,first_name", Facebook.HttpMethod.GET,DealwithUserName);
return;
}
profile = Util.DeserializeJSONProfile(result.Text);
Text UserMsg = UIFBUserName.GetComponent<Text>();
UserMsg.text = "Hello, " + profile ["first_name"];
}
Any ideas on what could be causing this issue?
BTW: I'm using unity 5.
Answer by Z2CSharp · Aug 27, 2015 at 01:28 AM
Here's what I did. Inside the function FBLogin() i set the timescale to 0. Then on the call back i set the timescale back to 1.
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